using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using SomeEngine.Classes;

namespace SomeEngine
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class SomeEngine : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public SomeEngine()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            this.IsMouseVisible = true;

            base.Initialize();
        }


        /// <summary>
        /// Rectangles.
        /// </summary>
        public Rectangle viewPortBounds;

        /// <summary>
        /// Sprites.
        /// </summary>
        public GameObject loadingSprite;

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            viewPortBounds = new Rectangle
            (
                0,
                0,
                graphics.GraphicsDevice.Viewport.Width,
                graphics.GraphicsDevice.Viewport.Height
            );

            loadingSprite = new GameObject(Content.Load<Texture2D>(@"Engine/loading"));
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }


        /// <summary>
        /// Objects.
        /// </summary>
        private MouseState mouseState = Mouse.GetState();

        /// <summary>
        /// Floats.
        /// </summary>
        private float rotationAngle;

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            mouseState = Mouse.GetState();

            loadingSprite.position = new Vector2(mouseState.X + 25, mouseState.Y + 31);

            float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds * 10;

            rotationAngle += elapsed;
            float circle = MathHelper.Pi * 2;
            rotationAngle = rotationAngle % circle;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);

            spriteBatch.Draw
            (
                loadingSprite.texture,
                loadingSprite.position,
                null,
                Color.White,
                rotationAngle,
                new Vector2
                (
                    loadingSprite.width / 2, loadingSprite.height / 2
                ),
                1.0f,
                SpriteEffects.None,
                0f
            );

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
